Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Draconic Disdain. During social encounters with other Dragon Species, this creature's charisma modifier can not be counted as higher than 0 after all modifiers are applied.
Semiaquatic. Creature can hold their breath for up to 60 minutes (10 x CON modifier (counted as at least a 1)).
Dragon's Breath Weapon is unusable and Plasma Bolt attack has it's range halved while completely submerged.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Plasma Bolt. Dragon makes a spell ranged attack with spewed out blob of electrified cold plasma at a target creature within 150 feet. If it hits they take extra 4d6 cold damage, their speed is reduced by 33%, and they take a −1 penalty to AC and Dexterity saving throws until the end of their next turn. If target is hit, or it was missed but blob connected with the ground the target was standing on or wall right behind it the blob erupts and every creature within 10 feet radius sphere centered on spot of impact takes 4d6 lightning damage.
Stifling Haze Breath (Recharge 5–6). The dragon exhales and covers area in 60-foot cone with thick mist of bluish gas then sends lightning spark originating from it's maw through it. Creatures tagged attract and get coated with thickening, glowing particles of vapour primed by lightning.
Every creature in the area takes 4d6 lightning damage, becomes afflicted by effects of Faerie Fire for 1 minute and must make DC 19 Constitution saving throw.
Upon failure they take extra 4d6 cold damage and suffer effects of Slow for 1 minute.
Lesser Change Shape. Dragon makes a DC 20 charisma saving throw. Upon failure they waste their action and DC for this action goes up by 1 until they finished short rest. Dragon can choose to cast it as a ritual (spend 10 minutes) for guaranteed success. Upon success The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Blast (Costs 2 Actions). The dragon makes Plasma Bolt attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Argoon dragons are something that should not be possible in nature - a fertile hybrid of chromatic and metallic dragons (Blue + SIlver). Viewed as abominations and mistake of nature, they are distrusted and looked down upon by both chromatic and metallic dragons alike.
Disdained by almost all other dragons - they vanished and were thought to be gone, while in reality the clan moved on into Feywild. They lived, bred and were slowly changed by the plane over the longer period of time.
Now some of them have returned and are a completely new breed. Not remembered well, but still distrusted by other draconics.
They lost ability to burrow, but are fast and agile - on land, in air and water. They can not breath underwater by default though and can only hold their breath for so long.
Hybrids of Blue and Silver dragons are still possible, but they remain sterile.
Blue and Silver dragons can mate with dragons of Argoon bloodline and unless it's extremely diluted the offspring will remain fertile.
They are very fond of interactions of any kind with humanoid species and spend absurd amount of time with them, but unlike silver dragons, they do it for the sake of their own entertainment - whatever it is.
Argoons enjoy infiltrating humanoid settlements just like Silvers and learn to change their shape very early, but master it very late.
Their behaviour and attitude differ from specimen to specimen, but in majority of cases they tend to return the treatment they receive from others. If treated well and with respect they are unlikely to betray even if it was beneficial to them.
Some deviations towards more evil or exceptionally altruistic behaviours are possible.
One thing they commonly despise in humanoids is sense of entitlement.
They hoard art, memorabilia, minions and friends.
Their "most prized possessions" are creatures who serve them willingly.
Argoon dragons treat their minions very well, but are not hesitant to punish them if necessary.
Their coloration is similar to Blue Dragons, but is more desaturated. Some individuals infused with more feywild magics have some of their scales tinted with mix of purple, pink, deep blue and cyan or even have parts of their body glow with such colours.
They sport anglerfish-like protrusion on their forehead and tip of tail, frill on their back and appendages under their jaw. Posses both exposed teeth and a beak.
Lair and Lair Actions
An Argoon Dragon’s Lair
Argoon Dragons love places which have rich fauna present, but dislike areas overtaken by dense flora. Sometimes this area is secluded, but often they like to be within vicinity of humanoid settlements. Taigas, plains, beaches or lone islands - all of these are valid options for the lair, which more often than not is dug out or constructed by minions.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- Sympathetic link: The dragon chooses any amount of creatures within it's lair and connects with them. Affected creatures instantly benefit from Armor of Agathys and become immune to dragon's area of effect damage for as long the spell lasts.
- Dust Storm: A cloud of faerie particles swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Herd Familiars: Dragon summons up to five spectral familiars at a time which take shape and skills of any creature a basic version Find Familiar could summon and have 12HP (1d12+6). Each creature can be summoned in a different spot a dragon can see within 120 feet of it and can be of different creature type. These creatures can attack and last for up to 1 minute. There is a limit of 10 familiars summoned by this action being alive at once.
If any familiars summoned by this action are still alive while it is used again, the dragon might choose to make any amount of them to vanish in a small puff of faerie dust, healing dragon for 12HP (1d12+6) per familiar sacrificed in this way.
Regional Effects
The region containing a legendary Argoon dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects.
- Humanoids dwelling for extended period of time within a 6-mile radius centered on dragon's lair are slightly more vulnerable to any charm effects (DM discrection, by default it is -2 to saving throws against charm effects) (Twice as potent if throws are rolled against action of owner of the lair). Additionally they are susceptible to be oblivious to small hints of dragon's presence and other regional effects listed here or to be unusually accepting of them.
- Area in a 6-mile radius centered on its lair can be sporadically affected by minor thunder storms, strong winds and small snow showers during the night and thin fog during the day. If the area was susceptible to such weather conditions before the dragon moved in, these are slightly more likely to occur and last a bit longer.
- Tiny beasts such as rodents, birds and small predators which dwell for an extended period of time within 1 mile of the dragon’s lair are susceptible to change and can be affected by one or more of the following effects:
- are more colourful and have more exotic patterns (can be Fey instead of beast if their look is extremely exotic).
- are more friendly towards and less afraid of the humanoids who don't take hostile actions against them.
- gain the magical ability to speak and understand Draconic and/or Sylvan. These creatures speak well of the dragon, but can’t divulge its whereabouts (is Fey instead of beast).
- serve as the dragon's eyes and ears, also count as dragon's familiars and can be used as such. These creatures do not count towards dragons familiar limit (is Fey instead of beast). - Humanoids unwelcomed by the dragon have unnatural difficulty finding it's lair and often get lost. Additionally humanoids which dragon considers friendly or neutral and who got lost for any reason within 1 mile of the dragon's lair somehow safely find their way back into settlements or onto main path. Some of them do not remember it at all while others mention being guided by animals or spectral emanations shaped like small animals.
If the dragon dies the weather effects fade in 1d10 days and other effects cease immediately. Animals already changed will keep their exotic look, but no new beasts will be affected.
Previous Versions
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